Introduction
Specific Character Information
- Stamina: 1120
- Stun Bar Length (in pixels): 72 (Long)
- Stun Bar Recovery (frames it takes to recover 1 pixel): 24
- Taunt: Recovers stun by 600-800% as the taunt is held longer.
- Best Kara-Throw: Far S. MK
Character Colors
Moves List
Basic Moves
Move | Convention |
Forward | F |
Back | B |
Crouch | C / D |
Up | U |
Jump | J |
Jump Forward | JF |
Jump Backwards | JB |
Super Jump | D-U |
Super Jump Forward | D-UF |
Super Jump Backwards | D-UB |
Dash Forward | FF |
Dash Backwards | BB |
Quarter Circle Forward | QCF |
Half Circle Backwards | HCB |
Charge Back, then Forward | (B)F |
Charge Down, then Up | (D)U |
Guard (High) | B when enemy is attacking |
Guard (Low) | DB when enemy is attacking |
Parry (High) | Tap F when about to take a hit |
Parry (Low) | Tap D when about to take a hit |
Parry (Air) | Tap F in air when about to take a hit |
Red Parry | Execute parry after blocking a hit in a combo |
Punch (Any) | P |
Kick (Any) | K |
2 Punches | PP |
2 Kicks | KK |
3 Punches | PPP |
3 Kicks | KKK |
Jab | LP |
Strong | MP |
Fierce | HP |
Short | LK |
Forward | MK |
Roundhouse | HK |
Universal Overhead | UOH |
Normal Moves
Move | Motion |
Jab | LP |
Strong | MP |
Fierce | HP |
Close Jab | (Close to opponent) LP |
Close Strong | (Close to opponent) MP |
Short | LK |
Forward | MK |
Roundhouse | HK |
Close Short | (Close to opponent) LK |
Close Forward | (Close to opponent) MK |
Jumping Jab | (Air) LP |
Jumping Strong | (Air) MP |
Jumping Fierce | (Air) HP |
Neutral Jumping Jab | (Air) LP |
Neutral Jumping Strong | (Air) MP |
Neutral Jumping Fierce | (Air) HP |
Jumping Short | (Air) LK |
Jumping Forward | (Air) MK |
Jumping Roundhouse | (Air) HK |
Neutral Jumping Short | (Air) LK |
Neutral Jumping Forward | (Air) MK |
Neutral Jumping Roundhouse | (Air) HK |
Overhead | MP+MK |
Taunt | HP+HK |
Throws
Move Name | Motion |
Kubi-jime Kataguruma | LP+LK or F+LP+LK |
Tomoe Nage | B+LP+LK |
Kuuchuu Jigoku Guruma | (Air) LP+LK |
Command Normals
Move Name | Motion |
Mawashi Hiji | F+MP |
Crouching Jab | D+LP |
Crouching Strong | D+MP |
Crouching Fierce | D+HP |
Crouching Short | D+LK |
Crouching Forward | D+MK |
Crouching Roundhouse | D+HK |
2 Dan Tobi | Up Up / Up Up-Forward / Up Up-Backwards |
Target Combos
- close LK -> MK
Special Moves
Move Name | Motion |
Nichiirin Shyou | (B)F+P |
Oni Yanma | (D)U+P |
Niou Riki | HCB+P |
Jinchuu Watari | QCF+K |
Hitobashira Nobiri | (Air) QCF+K (Tap K rapidly) |
EX Moves
Move Name | Motion |
Nichiirin Shyou | (B)F+PP |
Oni Yanma | (D)U+PP |
Jinchuu Watari | QCF+KK |
Hitobashira Nobiri | (Air) QCF+KK (Tap K rapidly) |
Super Arts
Num. | Super Art Name | Motion | Super Bars |
I | Kishin-Riki | QCF QCF+P (Aproach opponent, then P) | 1 stock |
I | Kishin-Tsui | QCF QCF+PP | 1 stock |
II | Yagyou-Dama | QCF QCF+P | 3 stocks |
II | Yagyou-Oodama | QCF QCF+PP | MAX required |
III | Tengu-Stone | QCF QCF+P | 1 stock |
III | Tengu-Midareishi | QCF QCF+PP | 1 stock |
Move Analisys
- All those sprites are taken from the site http://www.zweifuss.com/index.htm
- All Framedatas in "Move Analisys" section are taken from Game Restaurant , this means the Framedata isn't from the Dreamcast version like Karathrow site, it's from Arcade version.
General
- Move: Move name
- Motion: What you must do to execute the move
- Damage: Damage it does (in pixels)
- Stun Damage: Stun Damage it does (in pixels)
- Chains into itself: If you can combo into the same movement
- Special Cancel: If you can cancel the move into a Special Move
- Super Cancel: If you can cancel the move into a Super Art
- Throw Range: Range of the throw (in pixels)
- Num.: Super Art number
- Super Art: Super Art name
- Super Art Stock: Number of Gauge Bars the Super Art have, also the lenght of each bar (in pixels)
Frame Data
- Startup: Number of frames it takes to start the move
- Hit: Number of frames that can hit the opponent
- Recovery: Number of frames it takes to recover from the move
- Blocked Advantage: Number of frames you are in advantage/disvantage after opponent have been blocked the hit
- Hit Advantage: Number of frames you are in advantage/disvantage after opponent have been take the hit
- Crouching Hit Advantage: Number of frames you are in advantage/disvantage after opponent have been take the hit while he's crouching
- + # : You have # frames of advantage
- - # : You have # frames of disvantage
- # ~ # : Advantage/disvantage can vary from # to #
- Down: Enemy gets knocked down
- Guard: How opponent must guard the move, High (H), Low (L) or both (HL)
- Parry: How opponent must parry the move, High (H), Low (L) or both (HL)
Gauge Increase
- Miss: Gauge you gain if you miss the move (in pixels)
- Blocked: Gauge you gain if the move gets blocked (in pixels)
- Hit: Gauge you gain if you hit the opponent with the move (in pixels)
- Parry: Gauge opponent gains when he parry the move (in pixels)
Basic Moves
Move | Total frames |
---|---|
Dash Forward | 17 |
Comments here
Move | Total frames |
---|---|
Dash Backwards | 11 |
Comments here
Move | Motion | Startup Frames |
Jump | BU or U or FU | 4 |
Comments here
Move | Motion | Startup Frames |
Super Jump | DBU or DU or DFU | 5 |
Comments here
Move | Motion | Frames |
Normal Wakeup | - | 71 |
Comments here
Move | Motion | Frames |
Quick Stand | Tap D when hitting the ground | 52 |
Comments here
Move | Motion | Frames | Gauge Increase |
Taunt | HP+HK | ?? | ? |
Comments here
Move | Motion |
Parry (High) | Tap F when about taking a hit |
Parry (Low) | Tap D when about taking a hit |
Parry (Air) | Tap F in air when about taking a hit |
Frame Data
Move | Frames you're frozen | Frames opponent is frozen | Frame Advantage when parry is successful | Frames before you can try another parry |
Parry (High) | 16 | 16 | +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) | 24(19 when attack comes from the air)*,** |
Parry (Low) | 16 | 16 | +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) | 24(19 when attack comes from the air)*,** |
Parry (Air) | 16 | 16 | +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) | 21(19 when attack comes from the air)*,** |
* (If a parry attempt is successful, the 19/21/24 frame restriction is taken away and you can attempt another parry immediately) |
** (If another attack connects within 2 frames of your parry, it will automatically be parried) |
Gauge Increase
Move | Gauge Increase |
Parry (High) | 4*** |
Parry (Low) | 4*** |
Parry (Air) | 4*** |
*** (You gain 4 of gauge for whatever attack parried, and for whatever hit you parry during multihit attack) |
You can buffer any motion during High or Low parry, but NOT during Air parry, also parry resets the juggle count (and thus resets all scaling).
- Parry information is taken from Shoryuken Forums, more exactly, from user JinraiPVC. Thanks for this information dude
Normal Moves
Combos
Crouch >R1> QCF x 2 + 2 Punches (EX Kishin Riki) ...........2 rd hit
Stand MP (hit rd 1) >Jinchu Nobori MK stand MP (2 rd hit) While the opponent in air you should make>QCF x 2 + Punch (Kishin Riki) ............
Frame Data
Normals
Throws
Command Normals
Special Moves
Super Arts
Additional Frame Data
Strategies
Overview
Basics
Super Art Selection
Kara-Techniques
Zoning
Mixups
Additional Notes
- Personal Action: Recovers stun meter.